Evolution Of 2D Platformers 29/10/18
During today's lesson, we started off exploring the evolution of 2D platformers and their uses of verbs in their games. We learned that platformers are games where the player must "traverse" through a level consisting of platforms to reach the end of the level. We learned the meaning of a versatile verb which is an action having multiple outcomes. In games having versatile verbs is having a button which makes the player do making different things depending on how the button was pressed. Some games introduce tutorials in which it explains to the players the basic fundamentals of the game and the mechanics.
Sonic The Hedgehog
Sonic The Hedgehog 2
In the sequel to the game created in 1992, the game gets a graphical upgrade and a brand new feature adding more versatile verbs. The game starts off similarly to the original game having a big open space for the character to get used to the controls and see new features. The new feature that was added was a special move called the spin dash. This move can be used to build momentum and attack any enemies in the player's path. This move is activated by holding down and selecting the jump button, which will boost the player further and faster depending on how long the jump button is held for.
Sonic The Hedgehog 3
This third installment of the series came out in 1994, two years after the prior release. This game had many new features including a cut-scene sequence at the beginning of the game, a graphical update, and many more. A new attack was added to the game, called the "insta-shield". This attack allows the player to activate a quick shield mid-air and help either avoid projectile attacks from enemies or destroy enemies sightly within the players range without even touching them.
Sonic Generations
In 2011, Sonic Generation was released, which was a game revisiting the original 2D platform series. This version, however, enhances the graphics and the control scheme. This game introduces a tutorial not present in the original trilogy called Omachao, which follows you around the level and gives the player instructions. The game also changes (for better or worse) the spin dash, which instead takes the player further through the level when charging it up for long compared to the original game.
Biography for Picture
Google.co.uk. (2018). sonic generations green hill zone 2d - Google Search. [online] Available at: https://www.google.co.uk/search?safe=strict&biw=1366&bih=626&tbm=isch&sa=1&ei=R2HXW9XFE8ufgAbqy5yICw&q=sonic+generations+green+hill+zone+2d&oq=sonic+generations+green+hill+zone+2d&gs_l=img.3...4001.5643.0.5821.8.8.0.0.0.0.153.808.6j2.8.0....0...1c.1.64.img..0.6.602...0j0i24k1j35i39k1j0i30k1.0.1Jfpu-073cA#imgrc=E8tiAnfvuAK_JM: [Accessed 1 Nov. 2018].
30/10/18 Oddworld: Abe's Oddesy
Another game we looked at was a play station game released in 1997 called Oddworld: Abe's Oddesy. This game, just like the other games I've looked at, is a platformer puzzle game. The game starts off in a cutscene explaining the story to the player. After the cutscene, the game takes you to an empty area with moving text above the player. The moving text gives the player it's the first verb, run which you hold R1 to do.
The player, now knowing new knowledge can now traverse through the level. You will then run into a ledge in which the game prompts you to jump onto it. To jump you'd have to press triangle. Immediately after, an enemy will appear and try to attack the player. This gives the player two options: either avoid it and move forward or take the damage and see what'll do. When you traverse forward you will find one of the employees working while an enemy is sleeping underground.
The game will then inform you via moving text, how to sneak (which you do by holding R2). The player will then run into another person and a lever in which the game prompts the player to pull it. If pulled the floor that the person is standing on will open and the person will fall to his death. This will teach the players that their actions have consequences and they must be careful. The player can then run into a board showing the list of Employees, casualties, and escapes. This gives the player more of purpose and goal. The game teaches the player through both level design and the moving text. It does it in an effective way as the game does not overload you with information, and give you space to learn on your own.
Ray Man
This also makes the player want to use the jump verb (pressing X) to get the item. There are enemies that you encounter as you traverse through the level, where you could either allow it to damage you or evade it. There is also water where you can make the same choice to see if the player can swim or die immediately. You can make the player do another verb, taunting by pressing triangle.
After completing two levels you then gain access to a new verb, punching. By pressing square the player is now able to punch and is given space to try out the new move. When you continue on the level you can use the new verb to punch enemies and punch objects to certain areas. This game teaches the player through level design.
Another platformer game we looked at was Ray Man, released in 1995 for the PlayStation. This game starts the player off immediately into the level, giving the player no tutorial. The game gives the player space to learn the controls and collect the items placed above the player.
This also makes the player want to use the jump verb (pressing X) to get the item. There are enemies that you encounter as you traverse through the level, where you could either allow it to damage you or evade it. There is also water where you can make the same choice to see if the player can swim or die immediately. You can make the player do another verb, taunting by pressing triangle.
After completing two levels you then gain access to a new verb, punching. By pressing square the player is now able to punch and is given space to try out the new move. When you continue on the level you can use the new verb to punch enemies and punch objects to certain areas. This game teaches the player through level design.
Ray Man Legends
In 2014, Ray Man Legends, the sequel to Rayman Origins, was released. The platformer heavily improved upon the first game, updating the graphics and making their games verbs more versatile.
The game starts the player off in a cutscene before jumping right into the game. The player is introduced to a big clear area giving the player space to test out their controls. The player will encounter a flying object that prompts the player to use verbs (jump and attack) to break it open. The game teaches you by both text and the level design layout. This works very well as it both gives the player instructions and gives the player space and opportunities to try them out.
In 2014, Ray Man Legends, the sequel to Rayman Origins, was released. The platformer heavily improved upon the first game, updating the graphics and making their games verbs more versatile.
The game starts the player off in a cutscene before jumping right into the game. The player is introduced to a big clear area giving the player space to test out their controls. The player will encounter a flying object that prompts the player to use verbs (jump and attack) to break it open. The game teaches you by both text and the level design layout. This works very well as it both gives the player instructions and gives the player space and opportunities to try them out.
Muramasa The Demon Blade
This map shows the different type of fun and emotion a player can feel when playing games.
Agreeableness: The tendency to agree and go along with others rather than to assert one's opinions and choices.
The last game I looked at was an RPG, Beat Em Up, 2D Platformer game called Murasama The Demon Blade, released in 2009. The game starts you off in a tutorial where you given the option to either go through it or skip it. This option allows the experienced players to skip past the tutorial, knowing the controls already and give the new players a chance to learn too. If you go through with the tutorial the game teaches you many of its versatile verbs through text. The player can perform many different combos by only pressing B showing the player how versatile the verbs are.
The game teaches it players through the tutorial presented at the start. The way it was executed in this game can be seen as redundant as it goes on for too long and teaches the player too many verbs at once. This could be improved by teaching the player a move when the move is necessary so that it will be easier to remember.
Super Mario Worker Workshop - 05/11/18
During today's lesson, we worked on creating our own Mario designed level using the 2015 game Super Mario Maker. Our purpose for making this was to use what we learned previously to showcase verbs and invisible tutorials in our level design. We then began to design our levels on paper using a level designer sheet, in the same way, Nintendo did when originally creating the game in 1985.
The level starts off with my part. You firstly have space to move around and adjust yourself to the controls. There are boxes which all have their own separate items. One box is a default box that gives a player a coin. The second box contains a goomba, informing the players that not all boxes are safe and can contain an enemy. The final box contains a mushroom. Its purpose is to show players the existence of power-ups in the game. The player also must react fast to collect the mushroom before it falls down the gap. I've placed a pipe and a special box containing a fire flower. This is so that the player can collect the power up and kill the enemy coming through the pipe. There's also a box which was designed to be difficult to get. If you do get it, you are rewarded with a star power-up, which you can use to take out the enemies. However, the player can get punished for taking the risk by missing it and falling, losing a life.
Through the pipe, there is a hidden area. In this area, there are two boxes with something inside. One is a big goomba which is there to chase the player back into the pipe. If the player is brave enough it can fight it off, or outsmart it. The player is rewarded for taking the risk with the second box which gives the player an extra life.
This next part was done by Gabriel. His role was to create the harder part of the level, as the player should know what to expect now.
Creating the game
I added a few improvements to the game such as adding a box next to the gap so the enemy doesn't fall off and adding more enemies in some areas. My part was completed but due to the lack of time-lack of time, we were unable to complete Gabriels next part. The hidden area also did not make it into the game.
Presentation
Today we presented our game and idea to the class. Overall our design of the level was praised for how the boxes placed to teach the players and how there's an easy part and a difficult part. We were criticized for the execution of the actual game, the placement of some of the boxes (impossible to reach). We also were criticized for the level is incomplete and the last part of the level feeling empty. To improve our work, they suggested we should make one of the boxes higher so that the box was reachable.
Developing Player Empathy Through Research 12.11.18
In today's lesson, our objectives were to show our understanding of the psychology maps and their use in creating primary research for our game design, and to be able to conduct primary research using player-acting with the aim of developing accurate player empathy that will inform your own design.
Game designers use psychology in their games to make sure their game suites a variety of players, and we learned about the many ways they do so. Game developers use psychology through player empathy. Player Empathy is a way of communicating and understanding players. It also helps draw the player into the game and its story. Game designers develop player empathy in order to overcome their personal bias and make games suitable to their players. Game designers develop player empathy through player acting. Player acting is when the player learns to play games from a different viewpoint to developer player empathy.
Another thing we learned about was the different psychological maps researchers have studied. One of the maps we studied was created by video game researcher, Richard Bartle.
The Bartle Types

This map splits four different play-style interests with a descriptive name for each. Killers, achievers, explorers, and socializers.
Killers: Interfere with the functioning of the game world or the play experience of other players
Achievers: Accumulate status tokens by beating the rules-based challenges of the game world
Explorers: Discover the systems governing the operation of the game world
Socializers: Form relationships with other players by telling stories within the game world
Another map, I looked at was the four fun keys by Nicole Lazzaro.
Another graph we looked at was the Big 5 (Ocean). The Big 5 was an international collaboration between hundreds of researchers.
The Big 5 include:
Openness to experience: The tendency to enjoy new art, values, feelings, and behaviors.
Conscientiousness: The tendency to be careful, on-time time, follow rules and be hardworking.
Extroversion: This indicates how out-going and sociable a person is.
Neuroticism: The tendency to frequently experience negative emotions such as anger, worry, and sadness as well as being inter-personally sensitive.
4 Domains of Play
The 4 domains of play were John Vandenberghe's and other game developers method of player acting. Once a player goes through the big 5 test, it will show your empathy spots for all four of the sections. This information is taken from game developers to use for player acting. Player acting helps developers have a non-bias opinion and an understanding of what parts of a game the player enjoys the most so that they can satisfy a larger audience.
There are 4 specific terms used for the four domains of play to show the different motivations a player can have.
Novelty "(which maps to Openness to Experience) is the presence or lack of new, interesting, dramatic, or beautiful things in the game. A high Novelty game would be Minecraft, and a low Novelty game would be Flight Simulator."
Challenge "(which maps to Conscientiousness) is the part of the game that requires the player to use self-discipline: overcoming obstacles, work, avoiding danger, and (literally) collecting achievements. A high Challenge game would be Splinter Cell, and a low Challenge game would be LEGO Star Wars."
Stimulation "(which maps to Extraversion) is the part of the game that excites, be that through direct thrill-rides or through social interactions. A high Stimulation game would be Just Dance, and a low Stimulation game would be Flower."
Harmony "(which maps to Agreeableness) is the part of the game where the player behaves in a particular way towards other people or characters. Do you shoot them? Or help them? A high Harmony game would be Little Big Planet, and a low Harmony game would be Street Fighter."
This is the Big 5 test I did:
This is my own four domains I did which determined what games I would play for player acting.
Presentation
This is the presentation I did on the evolution of 2D games.
My presentation overall got positive feedback for its information and precise dates of the events but was criticized for some wrong dates being said and my script being exactly what was on the board.
Player Acting
For today's lesson, I worked on creating my playing acting report. The two games I had to write about was Little Big Planet for the PlayStation 3 released in 2008 and Wario Ware Smoove Moves for the Nintendo Wii released in 2006.
Little Big Planet 2
The game starts the player off in an empty platform for the player to traverse through the level. There's narration also explaining the player the controls and mechanics of the game. I found this helpful as the game allows you to move around while you play and not force the player to sit through the instructions. The player can also customize their character by pressing menu and can use the left analog stick to browse the different clothes they can pick.
An interesting mechanic I found was in a small mini-game where the player would have to shoot the falling heads. There is a rocket shooter above him which will follow the player. The player would then have to use that to shoot the falling heads by standing under them.
Once you get past the tutorial stage, there's a cut-scene which explains the plot to the viewers. The rest of the game features puzzles, and challenges throughout levels, also verb that allows the player to pick and throw things. I didn't enjoy the gameplay as I'm into building games like this nor do I enjoy puzzle games. The gameplay suits players who enjoy easy fun as the game isn't too difficult (not many enemies and only hazards to worried about) and fairly newcomer friendly. It also suits explorer players as it's a side-scrolling adventure game that allows the players to pick and place boxes to get to different paths. For my game, I aim to use the sidescrolling and puzzle aspect (as it ups the difficulty) from this game.
Wario Ware Smooth Moves
Wario Ware Smooth Moves is the second game I had to write about for my player acting. Wario Ware is a game featuring challenges and puzzles through each out level. You start off the game choosing the game mode. When single player is selected you get to choose your name, icon, and mii. You will then receive some information on the controls. The controls are quite simple and easy to learn, with the game mostly needing you to press a and b or move around the Wii remote in certain angles during the challenges. For some challenges of the game, the game will need to hold the controller steady and not make it tilt it whatsoever whilst other challenges have the player shake the controller.
Before the challenges, there’s a cutscene which gives some context to the game-play. The player receives a reminder of the controls before the challenge starts.
I believe this game is suited for players who enjoy easy fun as the controls are simple (only pressing two buttons and while the rest is motion control) and the game-play is enjoyable (thanks to its lack of story which would allow the player to focus less on the story and more on the game-play). It is also suited for socializer players as the players get the chance to either take turns with the challenges or do multiplayer. The motion control for the players can feel satisfying for players, especially for younger players as the gameplay is more interactive and easier to understand for them. This game was quite frustrating for me as I wasn't too fond of the motion controls and usually prefer the traditional control system. Despite that, the game influenced me in my own game as I aim to make it fun and have simple controls and not have too much of a story, allowing players to have more fun with the game.
Bibliography
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darklorde.com. (2018). The Five Domains Of Play: Mapping Psychology's Five Factor Model to Game Design - darklorde.com. [online] Available at: https://www.darklorde.com/the-five-domains-of-play/ [Accessed 16 Nov. 2018].
Gamasutra.com. (2018). Personality And Play Styles: A Unified Model. [online] Available at: http://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php [Accessed 16 Nov. 2018].
Gamasutra.com. (2018). Personality And Play Styles: A Unified Model. [online] Available at: http://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php [Accessed 16 Nov. 2018].
Gamasutra.com. (2018). Personality And Play Styles: A Unified Model. [online] Available at: http://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php [Accessed 16 Nov. 2018].
Gamasutra.com. (2018). Personality And Play Styles: A Unified Model. [online] Available at: http://www.gamasutra.com/view/feature/134842/personality_and_play_styles_a_.php [Accessed 16 Nov. 2018].














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